- CPU_Frame_Ceiling
- Per-CPU esports-index ceiling scaled by each game's engine threading profile — draw-call throughput, tick-rate polling, simulation agent counts.
- GPU_Frame_Ceiling
- GPU raster index (RTX 4090 = 100) ÷ per-game shader demand, with VRAM-residency penalties when a buffer is under-sized for the pixel count.
- Resolution_Scalar
- 1.00 / 1.62 / 1.95 / 2.72 for 1080p / 1440p / 3440×1440 / 4K. Pixel count quadruples at 4K but CPU overhead amortizes — the honest GPU cost is ~2.7×, not 4×.
- Quality_Scalar
- 0.60 / 0.78 / 1.00 / 1.24 for Low → Ultra, plus a per-game ray-tracing multiplier (2.0–3.6×) that models BVH traversal and denoiser cost.
- Upscaling_Multiplier
- 1.42× (Quality) / 1.72× (Balanced) / 2.05× (Performance) for DLSS 4 / FSR 3.1 / XeSS. Frame generation multiplies output separately at 1.65–1.9× with reduced benefit under a 45 FPS base.
- RAM_Storage_Modifier
- 0.86–1.06 combined coverage of capacity, channel symmetry, DDR generation and storage streaming behavior — it moves 1% lows before it moves averages.